Across time, space and discourse: The elusive nature of visual novels

dc.contributor.authorRenovica, Srdan
dc.contributor.supervisorBodden, Michael
dc.contributor.supervisorHatakeyama, Mamoru
dc.date.accessioned2024-09-05T18:32:34Z
dc.date.available2024-09-05T18:32:34Z
dc.date.issued2024
dc.degree.departmentDepartment of Pacific and Asian Studies
dc.degree.levelMaster of Arts MA
dc.description.abstractIn software publishing as well as in recent academic scholarship, visual novels have come to be viewed as a type of story-driven video game originating in late 20th century Japan, conveying their stories through the mixture of text and audio-visual component, while being characterized by a number of formal elements (e.g. anime-inspired art, nonlinearity and eroticism). Although most academic conversations center on works produced during the 1990s and later, the period of 1980s - whose software I argue to be equally important in the context of how this perception of visual novel came to be - is largely omitted from discussion. This thesis offers a comprehensive analysis of the variety of sources connected to visual novels (e.g. game software, periodicals, visual novel databases, informal scholarship, online blogs, academic writing), reexamining the genre's current conceptualizations and classification criteria, highlighting the overarching trends and implications present in the 1980s visual novel precursors and employing the aforementioned findings in order to bridge the temporal, interregional and discursive gaps presently existing in the scholarly conversation, with the ultimate aim of discovering a more globalized lens for exploring the visual novel and its history in the academic setting. Illustrating its points through the means of various canonical as well as outlying game software, this thesis argues in favor of recognizing the menu-based mechanical paradigm and the perceived cultural point of origin as two underappreciated criteria that have so far been used to delineate the visual novel from other video game genres, and point to potential next steps in driving the global studies of this genre towards terminological unity.
dc.description.scholarlevelGraduate
dc.identifier.urihttps://hdl.handle.net/1828/20376
dc.languageEnglisheng
dc.language.isoen
dc.rightsAvailable to the World Wide Web
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalen
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectvisual novel
dc.titleAcross time, space and discourse: The elusive nature of visual novels
dc.typeThesis

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